<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
    <title>Three.js - Textured Cube - Adjustments</title>
    <style>
    html, body {
        height: 100%;
        margin: 0;
    }
    #c {
        width: 100%;
        height: 100%;
        display: block;
    }
    </style>
  </head>
  <body>
    <canvas id="c"></canvas>
  </body>
<script type="importmap">
{
  "imports": {
    "three": "../../build/three.module.js",
    "three/addons/": "../../examples/jsm/"
  }
}
</script>

<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

function main() {

	const canvas = document.querySelector( '#c' );
	const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );

	const fov = 75;
	const aspect = 2; // the canvas default
	const near = 0.1;
	const far = 5;
	const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
	camera.position.z = 2;

	const scene = new THREE.Scene();

	const boxWidth = 1;
	const boxHeight = 1;
	const boxDepth = 1;
	const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );

	const cubes = []; // just an array we can use to rotate the cubes
	const loader = new THREE.TextureLoader();

	const texture = loader.load( 'resources/images/wall.jpg' );
	texture.colorSpace = THREE.SRGBColorSpace;
	const material = new THREE.MeshBasicMaterial( {
		map: texture,
	} );
	const cube = new THREE.Mesh( geometry, material );
	scene.add( cube );
	cubes.push( cube ); // add to our list of cubes to rotate

	class DegRadHelper {

		constructor( obj, prop ) {

			this.obj = obj;
			this.prop = prop;

		}
		get value() {

			return THREE.MathUtils.radToDeg( this.obj[ this.prop ] );

		}
		set value( v ) {

			this.obj[ this.prop ] = THREE.MathUtils.degToRad( v );

		}

	}

	class StringToNumberHelper {

		constructor( obj, prop ) {

			this.obj = obj;
			this.prop = prop;

		}
		get value() {

			return this.obj[ this.prop ];

		}
		set value( v ) {

			this.obj[ this.prop ] = parseFloat( v );

		}

	}

	const wrapModes = {
		'ClampToEdgeWrapping': THREE.ClampToEdgeWrapping,
		'RepeatWrapping': THREE.RepeatWrapping,
		'MirroredRepeatWrapping': THREE.MirroredRepeatWrapping,
	};

	function updateTexture() {

		texture.needsUpdate = true;

	}

	const gui = new GUI();
	gui.add( new StringToNumberHelper( texture, 'wrapS' ), 'value', wrapModes )
		.name( 'texture.wrapS' )
		.onChange( updateTexture );
	gui.add( new StringToNumberHelper( texture, 'wrapT' ), 'value', wrapModes )
		.name( 'texture.wrapT' )
		.onChange( updateTexture );
	gui.add( texture.repeat, 'x', 0, 5, .01 ).name( 'texture.repeat.x' );
	gui.add( texture.repeat, 'y', 0, 5, .01 ).name( 'texture.repeat.y' );
	gui.add( texture.offset, 'x', - 2, 2, .01 ).name( 'texture.offset.x' );
	gui.add( texture.offset, 'y', - 2, 2, .01 ).name( 'texture.offset.y' );
	gui.add( texture.center, 'x', - .5, 1.5, .01 ).name( 'texture.center.x' );
	gui.add( texture.center, 'y', - .5, 1.5, .01 ).name( 'texture.center.y' );
	gui.add( new DegRadHelper( texture, 'rotation' ), 'value', - 360, 360 )
		.name( 'texture.rotation' );

	function resizeRendererToDisplaySize( renderer ) {

		const canvas = renderer.domElement;
		const width = canvas.clientWidth;
		const height = canvas.clientHeight;
		const needResize = canvas.width !== width || canvas.height !== height;
		if ( needResize ) {

			renderer.setSize( width, height, false );

		}

		return needResize;

	}

	function render( time ) {

		time *= 0.001;

		if ( resizeRendererToDisplaySize( renderer ) ) {

			const canvas = renderer.domElement;
			camera.aspect = canvas.clientWidth / canvas.clientHeight;
			camera.updateProjectionMatrix();

		}

		cubes.forEach( ( cube, ndx ) => {

			const speed = .2 + ndx * .1;
			const rot = time * speed;
			cube.rotation.x = rot;
			cube.rotation.y = rot;

		} );

		renderer.render( scene, camera );

		requestAnimationFrame( render );

	}

	requestAnimationFrame( render );

}

main();
</script>
</html>
